Beruflich Dokumente
Kultur Dokumente
Graham Bottley
Welcome to the Classic Fantasy toolkit for the Maelstrom RPG. This book will
allow you to take the cult Maelstrom system and use it to go a Dungeon Bashing
and a monster slaying! You could be a brave Dwarven warrior, clad in mail and
wielding an axe, you could be a sneaky thief, picking the locks on treasure chests,
or a wise and venerable wizard casting ancient and terrible spells to defeat your
enemies.
Although this toolkit does not contain a fantasy setting or rules for creating
adventures, the genre is so well known that you are almost certainly able to
create those already!
As with the standard Maelstrom rules, everything written here is intended as
guidelines to help you play. None of it should be considered inviolable, and
the Referee (and indeed players) should feel free to suggest changes.
To play Maelstrom-Classic Fantasy, you will need a copy of the Maelstrom core
rulebook. You may also find it helpful to have a copy of the Maelstrom
Companion, as there are rules, options and reference sheets that will prove
useful. Otherwise, you will need some ten-sided and six-sided dice.
Enjoy, and good luck in your adventures!
Character Creation
Game Rules
16
Combat
18
Magic
19
34
Treasures
55
Magic Items
Index
29
56
60
Character Creation
Human
The most common race, Humans can be
found everywhere, and in any Class. They
come in many different sizes, shapes and skin
colours.
Humans have no special abilities, but are
fairly versatile.
Humans receive +5 to any two Attributes
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Elf
A tall, lithe and beautiful people, the immortal
Elves are at home in the ancient woodlands
of the world. Graceful and fast, they are
superlative archers.
Nightvision - Elves can see perfectly in all but
pitch blackness. As long as there is the
smallest spark of light, an elf can see.
Immune to Disease - Elves cannot be affected
by any disease, whether natural or magical.
-10 Endurance / -5 Will
+5 Missile / +5 Speed / +5 Agility
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Character Creation
Halfling
Short and round, Halflings have the height
and cherubic faces of children, with the girth
of a champion eater! Fond of their food and
home comforts, Halflings are surprisingly
tough individuals.
Poison resistance - Any poison used against
a Halfling Character has only half the
normal Effective rating.
Food lore - All Halflings know their food
inside out. Halflings can cook almost anything, and can also detect poison
or taint in their food or drink.
-5 Speed / -5 Attack Skill
+5 Agility / +5 Endurance
There are no Halfling Wizards or Assassins
The choice of Race may have restricted the available Classes for the new
character, but apart from said restriction, the Player is free to choose any of the
below:
Fighter
Wizard
Thief
Assassin
Priest
Ranger
Paladin
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Wizard
Wizards are masters of the arcane, able to harness ancient lore and mystical
energies to blast their enemies with fire, fly through the air or summon
up elemental spirits. Physically frail from years of studying grimoires and
unskilled with weapons or armour, Wizards usually require protection
from more robust party members.
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Character Creation
Wizards are able to cast spells from three
different schools of magic (see Magic section for
more details) and are able to use any magical
item. However, Wizards cannot wear any
armour, use a shield or use any weapons other
than a quarterstaff or a dagger.
+5 Will / Knowledge / Perception
Starting Equipment:
Dagger (1-10)
Staff
Robes
Backpack
Spellbook
2-20 sp
Thief
Thieves, also known as Rogues or Scouts,
are an essential part of any good
adventuring party, used for dealing with
locked doors, trapped chests and general
skulking around. Thieves will struggle in a
stand-up fight against good opponents, but
their skills ensure that rarely happens!
Thieves have all of the common Rogue
abilities listed in the Maelstrom core book
(p53), although the Escape and Hiding
abilities may also be used in Dungeons.
Thieves also gain the Theft Ability and the
lock picking, stealth and searching abilities
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Assassin
Assassins are a specialised subset of the Thief Class. Skilled with knives
and daggers, and fully versed in the use of all deadly poisons, Assassins
are feared by the powerful and wealthy. Assassins are often found as part
of an adventuring party, but for some reason they very rarely do the
cooking....
Assassins also have access to the common Rogue abilities (Maelstrom p53)
as well as the stealth ability of the Burglar (Maelstrom p57). Assassins can
also use poisons as described on p59 of the Maelstrom core book. The
specific availability of poisons must of course be decided upon by the
Referee. Assassins may use any weapon, favouring easily concealable
blades, but may only wear leather armour. They can use a shield but often
do not due to the size.
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Character Creation
+5 Attack / Speed / Agility
Starting Equipment:
Dagger (2-12)
Sword (3-18)
Crossbow (2-12) + 10 bolts
Leather Armour (2pt)
Backpack
Dark Clothing
2-12 sp
Priest
Priests serve one of the Gods of the world, spreading their word and
furthering their ends. Adventuring Priests strive to defeat the evil found
throughout the world, and are especially effective against spirits and other
undead. Priests are also popular as they can channel the power of their
Gods to heal the wounds of their colleagues.
Priests gain the abilities of Preaching, Deliverance and Power over Spirits
(Maelstrom p65). The Power over Spirits (Warding) ability can also be
used against other undead such as Skeletons, Zombies and Vampires.
Priests can also heal colleagues and themselves using their Holy powers.
A Priest may, by the laying on of hands, heal 2D6 points of wounds
(deducted as desired from individual injuries) per round. A Priest may
however only heal a number of wound points per day equal to his Will
Attribute. Priests may wear Leather or Chain armour and use a shield
but may only use blunt weapons such as maces and clubs. A Priest cannot
regenerate lost limbs or organs, but can use 20 healing points to repair
a broken bone or 10 healing points to instantly stop bleeding.
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Ranger
Rangers are wilderness specialists, at home in the forests, mountains,
swamps or plains. Rangers are able to provide themselves with food and
shelter, trap animals and avoid detection,
and are competent combatants to boot.
Rangers receive all of the abilities listed for
the Hunter (Maelstrom Companion p14-15).
Hunters can use any weapon or shield, but
can only wear leather armour.
+5 Missile / Perception / Endurance
Starting Equipment:
Longbow (3-18) + 20 Arrows
Longsword (3-18)
Leather Armour (2pt)
Backpack
Sturdy clothing
50 Rope
Bedroll & Tarpaulin
1-10 sp
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Character Creation
Paladin
Paladins are noble warriors, aligned with a Good deity, and charged with
rooting out evil wherever they can find it. Often mounted, and well armed
and armoured, they quest throughout the realm in search of adventure.
Paladins are especially effective against truly evil creatures such as
undead, demons and spirits. Against these foes, they gain a +10 bonus to
Attack Skill and Defence Skill and inflict +5 Damage, and will never suffer
from any fear effects. Paladins are also natural horsemen, and gain +5 to
Attack Skill and Defence Skill when mounted. In addition, Paladins can
heal themselves or their comrades
once per day by blessing them,
removing 2-20 wound points.
Paladins can use any weapon or
shield, and can wear any armour.
+5 Attack Skill / Will / Endurance
Starting Equipment:
Broadsword
Chain Armour (6pt)
Shield (2pt)
Holy Symbol
Backpack
Fine clothing
Riding Horse, Tack & Saddle
1-10 sp
Once a Class has been chosen, Attribute modifiers applied, Fate rolled for and
abilities and equipment recorded, the character is almost ready to enter their
first dungeon.
The player should record the characters name, sex, appearance, age and other
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The standard rules of the game are unchanged from those presented in the
Maelstrom core book. Combat, Magic and Herbs are tweaked for Classic
Fantasy, and these exceptions are described fully below. Experience may also
need to be used differently.
Experience
The experience rules given on page 100 of the Maelstrom book can provide for
fairly rapid improvement of characters due to multiple experience rolls. This is
normally limited by the effects of ageing and other factors, so to best
accommodate the power curve of Classic Fantasy, it is suggested that characters
receive a maximum of one experience roll per Attribute used in an encounter.
All-Heale
Base Mullein
Bishops Weed
Dittany
French Marigold
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Game Rules
Fumitorie
Garden Flax
Goats Rue
Hemlock
Makebate
Mede Saffron
Mountain Garlick
Sanicle
Serapias Turbith
St Johns Wort
Tamariske
Valerian
Woolfes-Bane
Woolfes-Bane (winter)
Referee advice
To a Referee used to running a standard Maelstrom adventure, Classic Fantasy
will seem like quite a big change. All of the characters are now adventurers,
and very often combat is the main focus of play. Referees who have already run
similar-style adventures should be more familiar with the style, but may have
to change the threat level slightly. Starting characters here will probably be
more competent than in many level based systems, but will not gain in power
to the same extent.
The use of herbs and Priestly healing will obviously be important due to the
slow nature of natural healing. However, the Referee will also need to control
the availability of healing herbs to prevent the characters having an almost
unending supply of healing.
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Game Rules
Heavy Blow - Reduce Attack Skill by 20 but inflict +1-10 extra Damage.
Feint - Reduce own Attack Skill and target Defence Skill by 20 points each.
Piercing Strike - Reduce own Attack Skill by half, but ignores armour if
the attack hits.
Defensive Stance - Forfeit attack but increase Defence Skill by +20 for that
round.
Double Strike - Make two separate blows using half normal Attack Skill.
Whirlwind Strike - Attack all engaged combatants, with a -30 penalty to
Attack Skill.
Aimed Shot - Reduce Attack Skill by 20, but increase Critical Success
chance to 10%.
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Game Rules
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Game Rules
Alteration allows the control and manipulation of matter and energy. This
can be used to impede or restrain an enemy combatant, allow the Wizard
to fly or walk on air, create light or magically unlock a door. Fine
manipulation is required to open a lock, write or other complex actions,
and is considered one Grade higher. Manipulation lasts whilst the Wizard
concentrates.
Grade 1:
This Grade will allow the crude
manipulation of a handful of
matter or create the same amount
of energy as a candle.
Grade 2:
Spells of Grade 2 allow the crude
manipulation of a bucketful of
material or creation of energy
equivalent to a burning torch.
Grade 3:
This
Grade
will
crudely
manipulate a man-sized amount
of matter (including a man!) or
create the same amount of energy
as a blazing bonfire.
Grade 4:
This Grade of spell will allow the
manipulation of a room-sized
amount of matter. It will also create the same amount of energy as a
burning building.
Grade 5:
The top level of Alteration spell will allow the manipulation of a housesized amount of matter and the creation of energy equivalent to a lightning
bolt.
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This school allows the Wizard to create magical items. The process is long
and costly, but can be very helpful to the Wizard and his colleagues. Each
Grade of spell will actually attempt to create a single item, and an
appropriate workshop and materials must be to hand. The process must
also be continuous, (that is uninterrupted) and all of the Will saving throws
are made at the end of the period. If the enchantment fails, the materials
are lost. Existing magical items cannot be re-enchanted or upgraded.
The Referee may wish to make ingredients hard to find, especially for the
higher Grades.
Grade 1:
This Grade will take 1 week and will create a Lesser Magical item (see
Treasures section). The cost of materials is 50 sp plus the cost of the item
itself.
Grade 2:
These enchantments will take 2 weeks and will
create a Minor Magical item at a cost of 1 gs
plus the cost of the item.
Grade 3:
Taking 1 month and costing 2 gs (plus the cost
of the item), Grade 3 enchantments will create
a Major Magical item.
Grade 4:
This Grade of enchantment will create a
Greater Magical item, and will take 3 months.
It will also cost 10 gs plus the cost of the item.
Grade 5:
This Grade will take a full year to complete,
and cost 100 gs in materials. These may be
incredibly hard to find, but will create an
Artefact.
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Game Rules
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This school allows the Wizard to control the mind of a target. This could
change the attitude of the target, force it to act in a particular way, put it
to sleep etc. The Grade will depend on the original attitude of the target;
controlling a very hostile Goblin will require a higher Grade spell than a
friendly servant.
Grade 1:
Grade 1 Mind Control spells can be used to slightly change the action a
target will take. This may allow for a 10% discount when bartering, or
other such action, although the change will never be out of character. This
Grade is also sufficient to put a target to sleep, although the target does
get a Will saving throw (modified by -10 for each Grade of the Spell).
Grade 2:
This Grade will allow changes that are more major, but still just about in
character. So a guard letting a character through a locked door or a
watchman turning a blind eye to a minor crime.
Grade 3:
These spells can be used to force an action that is out of character for the
target, but not completely against the social norms of the targets culture.
So a watchman ignoring a moderate crime or a merchant giving away an
item of value.
Grade 4:
This Grade of spell will force the target to take almost any action, unless
completely abhorrent to the target himself.
Grade 5:
These spells allow the complete subversion of any target mind (hostile or
otherwise), and as long as the Wizard concentrates, he can control the
target like a puppet. The target does receive a Will saving throw, modified
by -10 per Grade of the spell.
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Game Rules
The Necromancy school allows the communication with the dead, as well
as the animation of corpses into undead creatures. An animated undead
will continue to follow its last orders unless the Necromancer is present
and concentrates on control.
A Necromancer may have one controlled undead creature for every 5
points of Will possessed by the Mage.
It is important to note that most people and religions consider the casting
of Necromancy spells an evil act.
Grade 1:
This Grade will allow the Necromancer to talk to the spirit of someone
dead for less than an hour,
Grade 2:
With this Grade, Spirits of those deceased
up to a day can be contacted or the creation
of a Skeleton or similar from a stripped
corpse.
Grade 3:
These spells will contact the Spirit of
someone dead up to a month or a Zombie
or similar animated.
Grade 4:
Spells of this Grade will contact those
deceased up to a year or animate a Ghoul
or similar.
Grade 5:
This Grade will allow the contacting of any
dead spirit or the animation of a Vampire,
Wight or Wraith. It may also prepare the
Wizard for rebirth as a Liche after death.
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Equipment
The basic monetary system is based on the Silver Penny (sp). A Gold Shield (gs)
is worth 100 Silver Pennies. There is also the Copper Shard (cs), and 100 of these
are worth 1 Silver Penny.
Weapons
Knife
Dagger
Sword
Pole-Arm
Flail
Staff
Club
Mace
Spear
Axe
Battle Axe
Price Damage
1sp
1-6
2sp
1-10
4sp
2-12
4sp
1-10
8sp
2-12
15sp
3-18
18sp
2-20
30sp
4-24
45sp
3-30
60sp
5-30
3sp
1-10
8sp
2-12
14sp
3-18
16sp
2-20
25sp
4-24
40sp
3-30
50sp
5-30
65sp
6-36
20sp
2-20
50sp
3-30
1sp
1-6
1sp
1-10
2sp
2-12
15sp
3-18
1sp
2-12
14sp
3-18
25sp
3-30
AS
-5
-5
-5
+1
-1
-3
-5
-6
-8
-9
+1
0
-1
-1
-2
-2
-2
-3
-6
-15
-8
-5
-4
-3
-2
-3
-10
DS
-9
-8
-7
-1
-2
-3
-4
-5
-6
-7
-2
-2
-3
-4
-5
-7
-7
-8
-8
-15
-4
-7
-6
-5
-7
-6
-5
Arm. Description
1
1
1
Short Sword
Short Sword
Longsword
Broadsword
Bastard Sword
Claymore
Two Handed Sword
Two Handed
Two Handed
Two Handed
Two Handed
Two Handed
Two Handed
Two Handed
Two Handed
Ball & Chain
Double Ball & Chain
Two Handed
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AS
-10
-5
-5
Bow
0
-3
-5
-10
-15
+5
0
-5
-10
Crossbow
Throw. Knife
Arrow/Bolt
3sp
10sp
15sp
30sp
80sp
25sp
40sp
55sp
6sp
1sp
1-6
1-10
2-12
3-18
3-30
1-10
2-12
3-18
1-10
DS
+0
+3
+5
Arm. Description
1
2
3
Short Bow
Hunting Bow
Hunting Bow
Longbow
Longbow
Light Crossbow
Medium Crossbow
Heavy Crossbow
-10
Dozen
Armour
Shield
Price Armour
1sp
1
5sp
2
15sp
4
Required End
+5
+10
+15
Leather
5sp
10sp
30sp
2
3
4
Chain
60sp
1gs
150sp
6
8
10
30
35
2gs
5gs
9gs
11
12
13
40
45
50
Plate
Notes
Buckler
Round Shield
Kite Shield
# Total Protection value is deducted from all physical activity tests whilst
worn. Penalty is doubled if the Character does not have the required End.
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Equipment
Adventuring & General Equipment
Poor Clothing
Good Clothing
Excellent Clothing
Candle
Crowbar
Grappling Hook
50 Rope
10 Pole
Backpack
Tinderbox
Lantern
Torch
Lockpicks
Mirror
Oil (Flask)
Sack
Waterskin
Bedroll
Tent
Tarpaulin
Holy Symbol
Holy Water (Vial)
Price
1sp
10sp
40sp
1sp
5sp
8sp
3sp
1sp
1sp
1sp
3sp
1sp
40sp
8sp
2sp
1sp
1sp
3sp
18sp
7sp
20sp
35sp
Notes
Suit
Suit
Suit
Burns 1 hour
Hessian
1sp
1sp
1sp
3sp
8sp
25cs
1sp
1sp
3sp
Basic price
Includes fodder
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Price
150sp
6gs
70sp
40sp
1gs
25sp
10sp
10sp
Notes
Price/dose
15sp
5sp
20sp
7sp
3sp
1sp
10sp
4sp
6sp
15sp
75sp
3sp
45sp
2sp
6sp
40sp
35sp
10sp
50sp
45sp
2sp
120sp
40sp
11sp
Effectiveness (%)
80
85
35
95
25
35
45
35
75
55
95
80
40
15 / 95
80
75
80
90
25
45
35
85
70
75
Combat Trained
Herbs
All-Heale
Base Mullein
Bishops Weed
Bull-Rush
Bastard Daffodil
Cats Tail
Colewort
Cow Parsnip
Cow Wheat
Darnell
Deadly Nightshade
Dittany
Gallingale
Fetherfew
Floure-de-luce
French Marigold
Fumitorie
Garden Flax
Goats Rue
Golden Lungwort
Hares Ears
Hawkweed
Hemlock
Henbane
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Equipment
Price/dose
Horehound
18sp
Land Caltrops
6sp
Larks Heel
33sp
Leopards Bane
10sp
Makebate
40sp
Mandrake
9sp
Marjerome
2sp
Masterwort
8sp
Mede Saffron
1gs
Milkworte
8sp
Mountain Garlick
5sp
Mountain Setwall
1sp
Mugwort
20sp
Navew
25sp
Orach
2sp
Palma Christie
12sp
Rose Campion
8sp
Saffron
50sp
Sanicle
8sp
Saracens Confound
3sp
Serapias Turbith
15sp
Shepherds Purse
10sp
Spanish Nut
4sp
Spiderwort
16sp
Stinking Trefoil
5sp
St Johns Wort
7sp
Sweet Trefoile
2sp
Tamarindes
1sp
Tamariske
5sp
Throwe-Wax
1sp
Valerian
2sp
Willow Herb
1sp
WoolfesBane
2gs
WoolfesBane (Wsome) 15sp
WoolfesBane (winter) 20sp
Woodrose
1sp
Wood Sorrel
6sp
Effectiveness (%)
55
65
60
75
45
90
55
25
60
15
70
30
45
50
55
45
20
80
60
95
80
75
60
75
95
55
45
60
75
45
55
55
55
50
70
80
75
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All monster statistics are for average individuals of that type. The Referee should
feel free to alter or tweak these as he or she sees fit, especially in the matter of
weapons and armour.
Creatures such as Undead, Demons and Spirits are obviously not alive in the
usual sense of the word. In combat, this will have implications for any attacks
that cause bleeding, break bones, or daze the target. Physical undead such as
Skeletons and Zombies will still suffer penalties for broken bones, but do not
bleed. Incorporeal undead and manifested spirits and demons usually suffer
no extra penalty from critical attacks.
Undead, Spirits and Demons also do not sense as living creatures do, having
sight, hearing and magical sight. This makes it very difficult to sneak up on an
undead!
Bear
Large brown or black omnivores, Bears are often peaceable creatures but can
get very angry if provoked or threatened.
Attack Skill
Defence Skill
Will
Endurance
Perception
Speed
Agility
Weapon
Bite
Claws
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55
40
40
55
40
35
25
AS
55
55
DS
40
40
Dam
3-18
2-20
Armour
Natural
Prot
2
Monsters
Beastman
Humans but with the head, body or limbs of an animal or animals. Beastmen
are twisted travesties of humanity.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Spear
Longsword
40
40
40
25
35
45
20
40
40
35
AS
38
37
DS
33
37
Dam
2-12
3-18
Armour
Leather
Shield
Prot
3
2
Cyclops
Tall muscular humanoids, standing 10 tall and with only one large eye, Cyclopes
are found living in remote caves and on lonely islands. Their favourite food is
human flesh, so they are the bane of lone travellers.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Perception
Speed
Agility
Weapon
Club
50
45
30
25
35
65
20
30
25
AS
45
DS
40
Dam
5-30
Armour
Furs
Prot
3
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60
65
45
75
70
50
55
50
AS
60
DS
65
Dam
3-18
Armour
Natural
Prot
8
Special Abilities: Demons can use Grade 3 abilities from one school of Magic.
No Knowledge saving throw is required.
Dragon
Huge winged lizards, Dragons are both highly intelligent and highly dangerous.
Living many hundreds of years, they have fiery breath, magical skills and very
powerful natural weapons.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Perception
Speed
Agility
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85
85
75
80
90
95
60
40
45
Monsters
Weapon
Bite
Claws
Fiery Breath
AS
80
85
75
DS
80
85
Dam
5-30
4-24
5-50
Armour
Scales
Prot
10
Special Abilities: Dragons can fly, and can also use Magical spells from three
schools to Grade 4. Their flaming breath can be used once every 10 rounds and
will affect all in a 20 yard radius.
Ghoul
Green skinned undead, Ghouls have sharp teeth and yellow eyes. They feast
on corpses, whether freshly killed or old and decomposing, and tend to hunt in
packs.
Attack Skill
Defence Skill
Knowledge
Will
Endurance
Perception
Speed
Agility
Weapon
Claws
50
30
25
35
35
40
50
35
AS
50
DS
30
Dam
2-12
Special Abilities:
Can see in the Dark, immune to mind
control and poison.
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65
30
35
15
20
85
10
30
25
25
AS
61
35
DS
24
Dam
6-36
3-30
Armour
Leather
Prot
6
Goblin
Small grey skinned humanoids, Goblins love nothing more than raiding, stealing
and fighting. They are common foes for adventurers.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Shortsword
Shortbow
38
Roy Sirkis (order #8105683)
40
35
40
20
25
25
15
35
45
40
AS
41
40
DS
34
Dam
1-10
1-6
Armour
Leather
Shield
Prot
2
1
Monsters
Guard
Whether guarding a town, temple, caravan or nobleman, Guards are found
almost everywhere civilisation is. Usually solid and un-imaginative individuals,
they are sure to get in the way of the characters at some point.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Spear
Sword
Crossbow
45
40
40
30
35
45
30
40
35
35
AS
43
40
40
DS
33
36
Dam
2-12
2-20
2-12
Armour
Prot
Chainmail 10
Shield
2
Guild Wizard
A senior Wizard in the service of the Guild of Magic, these individuals are
competent spellcasters and the possessors of ancient knowledge.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
30
30
30
70
70
40
35
35
30
30
39
Roy Sirkis (order #8105683)
AS
22
DS
26
Dam
1-6
Special Abilities: Guild Wizards can cast spells of any Grade from three different
schools using the standard spellcasting rules. Most Guild Wizards will possess
at least 1 magical item.
Harpy
Ugly crone-like women with the wings and legs of vultures, Harpies live on cliff
faces and in ruins. Harpies swoop down onto their enemies and attack with
their claws. Any they manage to kill, they later roast and eat.
Attack Skill
Defence Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
45
30
35
45
40
10
40
65
45
Weapon
Claws
DS
30
AS
45
Dam
2-20
40
Roy Sirkis (order #8105683)
Monsters
High Priest
The leaders of temples and heads of local religious orders, High Priests may be
friend or foe to the characters. They will usually be attended by lesser priests
and guards.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Mace
Special Abilities:
35
40
30
60
65
45
75
40
30
30
AS
32
DS
35
Dam
3-18
Armour
Prot
Chainmail 10
Shield
2
Horse
Commonly used as mounts for adventurers and civilians alike, Horses are easy
to come by.
Attack Skill
Defence Skill
Will
Endurance
Perception
Speed
Agility
Weapon
Kick
25
30
25
35
30
55
30
AS
25
DS
25
Dam
2-12
41
Roy Sirkis (order #8105683)
50
40
35
50
30
50
30
AS
50
DS
40
Dam
2-20
Liche
The result of a powerful Wizard undergoing an arcane ritual in an attempt to
gain even more power, Liches are the ultimate spellcaster. They are undead,
and usually mad, but the ritual that sucked away their life allowed them to
channel ever greater magical energy!
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Perception
Speed
Agility
Weapon
Staff
35
50
30
90
90
60
45
25
30
AS
32
DS
46
Dam
1-6
Special Abilities: Liches can cast spells of any Grade from five different schools
using the standard spellcasting rules. All Liches will possess at least 3 magical
items.
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Roy Sirkis (order #8105683)
Monsters
Lizardman
Scaled humanoids, normally found in swamps and marshes, Lizardmen live in
primitive tribes. Impulsive and aggressive, they also have a very acute sense of
smell.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Spear
Club
45
45
25
25
35
40
10
50
35
35
AS
43
41
DS
38
39
Dam
2-12
2-12
Armour
Scaly Skin
Shield
Prot
6
2
Merchant
The source of adventuring equipment before an adventure and a place to sell
loot afterwards, Merchants will be a frequent destination of most adventurers.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
30
30
30
45
45
30
55
45
30
30
43
Roy Sirkis (order #8105683)
75
60
35
30
50
65
30
40
40
AS
70
75
DS
55
60
Dam
3-30
3-18
Armour
Natural
Prot
3
Ogre
Ogres are tall, fat and very ugly humanoids. 9 tall and nearly as wide, they are
very dim witted and are easily manipulated.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Club
44
Roy Sirkis (order #8105683)
50
40
30
15
15
55
10
25
30
30
AS
45
DS
35
Dam
4-24
Armour
Leather
Shield
Prot
6
4
Monsters
Orc
Larger, stronger cousins of the Goblin, Orcs are violent humanoids that just love
fighting with anyone, anything or even each other.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Spear
Axe
45
40
40
20
25
35
15
30
40
35
AS
43
42
DS
33
34
Dam
2-12
3-18
Armour
Leather
Shield
Prot
4
2
Peasant
Normal villagers or townsfolk, these are farmers, craftsmen or labourers.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Club
25
25
25
25
25
25
25
25
25
25
AS
20
DS
18
Dam
1-10
45
Roy Sirkis (order #8105683)
25
25
20
15
50
55
50
AS
25
DS
25
Dam
1-6
Revenant
Revenants are semi corporeal undead either created by evil magic or the
untimely death of a great hero. Revenants can pass through walls, but are solid
enough to hit and be hit.
Attack Skill
Defence Skill
Will
Endurance
Perception
Speed
Agility
Weapon
Broadsword
50
40
40
60
45
45
40
AS
45
DS
36
Dam
2-20
Armour
Shield
Prot
2
46
Roy Sirkis (order #8105683)
Monsters
Skeleton
The least powerful type of undead, Skeletons are the magically animated bones
of a dead humanoid. Moving jerkily, and with no mind of their own, they are
usually only a threat en masse.
Attack Skill
Defence Skill
Missile Skill
Will
Endurance
Perception
Speed
Agility
Weapon
Broadsword
35
35
30
20
30
30
30
25
AS
30
DS
31
Dam
2-20
Armour
Shield
Prot
2
Giant Spider
Giant versions of the common Spider, these foul creatures can be 6 across with
venomous fangs. They spin thick sticky webs and can be found in deep woodland.
Attack Skill
Defence Skill
Will
Endurance
Perception
Speed
Agility
Weapon
Fangs
60
30
25
50
45
55
60
AS
60
DS
30
Dam
3-18
Armour
Natural
Prot
4
Special Abilities:
Spider Fangs are poisonous. A successful hit requires an End saving throw or
the character will be paralysed for 1-10 rounds. Any character coming into
contact with Spider Webs requires an Agility Saving Throw to avoid being
snared. Once caught, it takes 1-6 rounds for a character to free themselves.
47
Roy Sirkis (order #8105683)
20
20
20
20
20
20
20
20
20
20
AS
20
DS
20
Dam
1-6
Armour
Natural
Prot
1
Grade 2 Spirit
Grade 2 Spirits are 2-4 tall when physical, and are able to use some minor
magical effects.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Natural
30
30
30
30
30
30
30
30
30
30
AS
30
DS
30
Dam
1-10
Armour
Natural
Prot
2
Special Abilities: Can use Grade 1 Magical effects from one school (no Knowledge
Saving Throw is required)
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Roy Sirkis (order #8105683)
Monsters
Grade 3 Spirit
Grade 3 Spirits are 4-6 tall when they manifest themselves, and can use some
magical powers.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Natural
45
45
45
45
45
45
45
45
45
45
AS
45
DS
45
Dam
2-20
Armour
Natural
Prot
5
Special Abilities: Can use Grade 2 Magical effects from one school (no Knowledge
Saving Throw is required)
Grade 4 Spirit
Grade 4 Spirits are the most powerful that will spontaneously manifest, and are
6-10 tall when physical. They can use more powerful magical effects and can
be quite intelligent.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
60
60
60
60
60
60
60
60
60
60
49
Roy Sirkis (order #8105683)
AS
60
DS
60
Dam
3-30
Armour
Natural
Prot
8
Special Abilities: Can use Grade 3 Magical effects from one school (no Knowledge
Saving Throw is required)
Grade 5 Spirit
Spirits of Grade 5 are essentially Spirit Lords and will normally only appear if
summoned. Even if summoned however, they are asked to perform a service
rather than be ordered.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Natural
80
80
80
80
80
80
80
80
80
80
AS
80
DS
80
Dam
5-50
Armour
Natural
Prot
12
Special Abilities: Can use Grade 4 Magical effects from one school (no Knowledge
Saving Throw is required)
50
Roy Sirkis (order #8105683)
Monsters
Troll
Huge, aggressive green-skinned beasts, Trolls live deep underground or within
caves. They are extremely primitive, and are often controlled by more intelligent
evil warlords.
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
Weapon
Club
50
30
30
10
35
85
10
20
20
20
AS
45
DS
25
Dam
4-40
Armour
Hide
Prot
2
Special Abilities: Trolls regenerate 1-6 Wound points per round, unless inflicted
by fire.
Vampire
Vampires are evil undead, created themselves by being bitten by another
Vampire. Strong and fast, they are terrifying opponents, but do have a fear of
daylight and holy symbols...
Attack Skill
Defence Skill
Missile Skill
Knowledge
Will
Endurance
Persuasion
Perception
Speed
Agility
65
60
35
70
75
75
75
40
80
65
51
Roy Sirkis (order #8105683)
AS
62
DS
57
Dam
3-18
Armour
Natural
Prot
4
Special Abilities: Vampires can change into a wolf or a bat at will, and can
mesmerise opponents. Instead of attacking physically, they can make an
opposed Will saving throw. If they achieve a better result than their target, their
opponent is mesmerised and cannot act for 1-6 rounds. Vampires must make a
Will saving throw or flee from daylight or holy symbols.
Werewolf
Werewolves, for much of the time, look like any other human. In fact they can
be warriors, merchants, wizards or any other profession. However, at the full
moon, or when the blood lust takes them, they will transform into a grotesque
amalgamation of human and wolf!
Attack Skill
Defence Skill
Will
Endurance
Perception
Speed
Agility
Weapon
Bite
Claws
65
65
50
60
75
60
55
AS
60
65
DS
60
65
Dam
3-30
2-20
Armour
Natural
Prot
3
Special Abilities: Werewolves take only half damage from normal weapons.
Magical or Silver weapons inflict normal damage.
52
Roy Sirkis (order #8105683)
Monsters
Wight
Wights are evil, incorporeal undead that hate all living beings. They are usually
tied to either their burial place or place of creation.
Attack Skill
Defence Skill
Knowledge
Will
Endurance
Perception
Speed
Weapon
Touch
30
35
40
45
45
30
40
AS
30
DS
35
Dam
2-20
Wolf
A much feared pack hunter, Wolves are found in most of the wilderness and on
the edge of civilisation, and will take livestock, villagers and travellers if hungry
enough.
Attack Skill
Defence Skill
Will
Endurance
Perception
Speed
Agility
Weapon
Bite
55
25
25
40
60
50
35
AS
55
DS
25
Dam
3-18
Armour
Natural Fur
Prot
1
53
Roy Sirkis (order #8105683)
60
60
45
65
60
35
50
AS
57
DS
57
Dam
3-18
Zombie
Similar to Skeletons, but still covered with rotting flesh, Zombies are tougher
but slower than their bony cousins.
Attack Skill
Defence Skill
Missile Skill
Will
Endurance
Perception
Speed
Agility
Weapon
Broadsword
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Roy Sirkis (order #8105683)
40
30
25
20
40
30
25
20
AS
35
DS
26
Dam
2-20
Armour
Shield
Prot
2
Treasures
Random Treasure
When a monster or group of monsters are slain, the characters will of course
want to get treasure from the bodies or lair. The treasure may be hidden, or in
a locked and trapped chest, but may also just be lying in a big pile.
The Referee should decide whether the treasure is a Pocketful, Cache, Trove,
Hoard or Treasury.
Pocketful - Usually the personal treasure of a single monster or small
group, this is usually just small change.
1-10 sp
Cache - The treasure of a small group of weaker creatures or a single larger
monster, this may include gems and maybe even a magical item.
5-50 sp
20% chance of Gem worth 3-30 sp
15% chance of Lesser or Minor Magical item
Trove - The personal treasure of a small tribe or single fairly powerful
creature, there will almost certainly be gems and magical items.
1-10 gs
85% chance of 1-3 Gems worth 1-6 gs each
85% chance of 1-2 Lesser/Minor or a single Major Magical item
Hoard - This will be the collected treasure of a whole settlement, or a very
powerful single monster such as a Liche or Vampire.
3-30 gs
1-6 Treasures worth 1-6 gs each
1-6 Minor/Lesser or 1-2 Major or 1 Greater Magical item
Treasury - Normally only found guarded by a Dragon (or small army),
there will be huge numbers of coins as well as other treasures and many
magical items.
6-60 gs
55
Roy Sirkis (order #8105683)
Magic Items
There are magic items littered across the realm, from Wizards workshops to
ancient tombs. Some are minor trinkets, whilst others are great artefacts. Whilst
the type of item may vary, they are all ranked as follows:
Lesser - Very low power items, often created by apprentice enchanters to
hone their skill.
Minor - Low power items, created by journeyman enchanters to earn
income.
Major - Medium power magical items, these are made by Guild
Enchanters, usually as specific commissions.
Greater - Crafted by master Enchanters, these are made for a specific
person and task.
Artefact - These were created by the greatest Enchanters of legend, few
would be able to create their like now.
When it comes to the design of specific items, each Grade has a number of
available build points:
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Roy Sirkis (order #8105683)
Treasures
Lesser
Minor
Major
Greater
Artefact
1
2
4
7
12
57
Roy Sirkis (order #8105683)
Assassin
9, 12-13
Bear
Beastman
34
35
Combat
Outnumbering
Options
Cyclops
18-19
18
18-19
35
Demon
Dragon
Dwarf
36
36-37
8
Elf
Equipment
Experience
8
10-15, 29-37
16
Fighter
Food Lore
9, 10
9
Ghoul
Giant
Goblin
Guard
Guild Wizard
37
38
38
39
39-40
Halfling
Harpy
Healing, Magical
Herbs
High Priest
Horse
Human
9
40
13, 17
16-17, 32-33
41
41
7
Immunity to Disease
Infravision
8
8
Liche
Lizardman
42
43
Magic
Alteration
Body Control
Corruption
Elementalism
Enchantment
Illusionism
Items
Magical Sense
Mind Control
Necromancy
School
Scrying
Summoning
Upgrading Spells
Merchant
Minotaur
Monetary units
19-28
23
25
20
21
24
22
56-57
20
26
27
11, 19
28
22
20
43
44
29
Nightvision
Ogre
Orc
44
45
Paladin
Peasant
Poison Resistance
Priest
Ranger
9, 15
45
9
9, 13-14, 41
9, 14
Rat, Giant
Revenant
46
46
Skeleton
Spider, Giant
Spirit
47
47
48-50
Thief
Treasure
Troll
9, 11-12
55-57
51
Undead
Underground Lore
13
8
Vampire
51-52
Warhorse
Werewolf
Wight
Wizard
Wolf
Wraith
42
52
53
9, 10
53
54
Zombie
54